#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;
		
uniform mat4 transform = mat4(1.0f);
uniform mat4 model = mat4(1.0);
uniform mat4 view = mat4(1.0);
uniform mat4 projection = mat4(1.0);
void main()
{
     gl_Position =projection * view * model * vec4(aPos, 1.0f);
     TexCoord = aTexCoord;
}